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Net.Like.Xue.Tokyo/Assets/ARTnGAME/Lumina/Scripts/URP Volumetric Shafts/Shader/Resources/RadialBlur.shader

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2025-02-26 15:34:59 +08:00
Shader "Hidden/RadialBlur"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
_BlurWidth ("Blur Width", Range(0, 1)) = 0.85
_Intensity ("Intensity", Range(0, 1)) = 1
_Center ("Center", Vector) = (0.5, 0.5, 0, 0)
_NumSamples ("Number of Samples", Range(50, 200)) = 100
// noise
_NoiseSpeed ("Noise Speed", Vector) = (0.5, 0.5, 0.0, 0.0)
_NoiseScale ("Noise Scale", Float) = 1.0
_NoiseStrength ("Noise Strength", Range(0, 1)) = 0.6
}
SubShader
{
// additive blend mode
Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "./GradientNoiseA.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
half4 _Color;
float _BlurWidth;
float _Intensity;
float4 _Center;
uint _NumSamples;
// noise
float2 _NoiseSpeed;
float _NoiseScale;
float _NoiseStrength;
fixed4 frag (v2f i) : SV_Target
{
fixed4 color = fixed4(0.0f, 0.0f, 0.0f, 1.0f);
float2 texCoord = i.uv;
float2 ray = texCoord - _Center.xy;
float denom = 1.0 / float(_NumSamples) * _BlurWidth;
// UNITY_UNROLL
for (int i=0; i < _NumSamples; i++)
{
float scale = 1.0f - float(i) * denom;
fixed3 texCol = tex2D(_MainTex, (ray * scale) + _Center.xy).xyz;
color.xyz += texCol * denom;
}
float noise = gradientNoise_float(texCoord + _Time.y*_NoiseSpeed, _NoiseScale);
noise = noise*_NoiseStrength + (1.0 - _NoiseStrength);
return color * noise * _Intensity * _Color;
}
ENDCG
}
}
}